It’s the year 1850, and there are great times ahead! Establish a transport company and be its manager. Build infrastructure such as railways and stations, purchase transportation vehicles and manage lines. Fulfill the people’s needs and watch cities evolve dynamically. Train Fever runs on an engine specifically developed for this game.

March 25

Today we have released a new game version which contains several improvements and bug fixes. In addition, there is good news for all mod developers: A specification for the newly introduced mod system was made available here.

Most important, the new game version contains three vanilla mods which let you remove the street main connection feature, play the game in a sandbox mode or disable that vehicles run out of availability. The community has repeatedly requested these options, and here they are!

Also, the community requested configurable town and street names. Players can now specify which kind of town names to generate. This also means that the USA DLC now features American town and street names, independently of the actual game language set.

Several bug fixes, performance improvements, new features and mod system enhancements complete this update.

March 3

Today we have released a patch which fixes issues of the recently published USA DLC as well as issues of the new mod system.

Most important, when running the USA DLC game mode, there was a bug which caused towns not to be completely American but mixed (all buildings, European and American, were enabled as a consequence of the bug). Furthermore, we have fixed a problem with the 2-8-2 Mikado Steam locomotive which caused the locomotive not to be available for purchase (as intended after 1898).

Because many players have requested that speed should also be displayable in “mph” instead of “km/h” we have added this feature (along with configurable units for power, weight and force).

In regard to the new mod system, we have fixed a number of issues as well. One issue was that the main menu mod list was not scrollable, which caused problems for players who wanted to activate a large number of mods. Another problem was that the displayed “active mod list” in the load game dialog was not correct (however note that the behavior was correct).

Finally, and probably most important to mention, deprecated mods are now directly recognized in Train Fever. Originally we planned that players use the available mod managers (TFGM and TFMM) to install / convert deprecated mods. However the plan failed because (a) some players install the mods manually and (b) in contrast to our plans one of the two available mod managers (TFMM) was unfortunately not updated yet, but was finally updated today.

To improve understanding of the new mod system we have set up a page which answers all frequently asked questions about mods. Please find the release notes of the latest game update here. The page explains how to use mods. At a later point in time we will also publish more information on how to create mods (specification of the new modding system).

Of course, we will update the game (and the USA DLC) also in future. Thanks for your continuing interest in Train Fever and best wishes!

About This Game

Train Fever is a railroad-focused business simulation game. In other words, it's a modern-day Transport Tycoon with procedural content and a sophisticated city simulation.

"It’s the year 1850, and there are great times ahead! Establish a transport company and be its manager. Build infrastructure such as railways and stations, purchase transportation vehicles and manage lines. Fulfill the people’s needs and watch cities evolve dynamically.

Train Fever runs on an engine specifically developed for this game. The engine has a great innovative scope and is specialized in procedural content and urban simulation. A key point is the fact that there is no grid that game objects have to be aligned to, allowing for a great degree of freedom.

Features

Randomly generated, modifiable terrain with realistic dimensions

Advanced passenger simulation

Dynamically simulated urban development

Procedurally generated buildings

No grid - that is, the game world is not limited to 90 (or 45) degree angles

Date of writing this review: 20/10/14. Some of my criticisms may have been addressed by the time you are reading this.

Firstly, I would like to state that I got this game 2 days ago, and I already have 16 hours. In my opinion, the game is the best tycoon game since Transport Tycoon Deluxe.

However, there are a few negatives that I would like to address, and because of these few negatives, people are not enjoying the game, or buying it.

- Dumb Name. Why didn't they call it Transport Fever!?! Would have made much more sense as the game is not only about building train lines.

- Minimal Tutorial. Despite this game being a very complex game, the tutorial is almost laughable. However, there are several community made tutorials to which aided me in learning the game, my favourite one being this one

- Rail Building could do some work. In order to build railway, you must do it in several chunks. This is as the game tries to average out the terrain, so that the rail will not go on a gradient - which can cost an absurd amount of money if the rail goes for too long.

- No Airports, or Boats. The airports I can somewhat understand, however the boats I do not. Each map has a river along it. It is crazy to think that despite this, they didn't put in a chance to add boat lines! I do hope that they add these features into a future update, or even a DLC.

- Only 4 Resources. I understand that with this, they were trying to go for the simplistic approach so that the learning curve isn't to big, however at least give me a chance in a settings menu to have more. The game does have excellent modding support though, and so I am sure that people will make mods in order to address this issue.

Once you look over these issues, it can be seen that the game is amazing. All up I am going to give this game an 8/10, and would still reccomend you to buy it, despite these issues. Also, if they do fix up these key issues, it could easily be a 10/10. Enjoy the game, and should you have any further questions regarding the game, feel free to add me and ask me some questions!

(This is my first proper review, so could you leave me some feedback? Thanks guys!)

TF this is the quintessential PC game - more so than any other title I've enoucntered in recent years – very challenging and complex yet also extremely rewarding.

Excellent job done on the game mechanics – feels like a true sandbox (unlike other titles in the genre that emphasize bling - the latest simcity for example) - whichever way you choose to manage the transport challenges the game puts forth - it will present you with still more.

Be advised - just like any oldschool PC game - some minor bugs and annoyances still need to be worked out - still, those little irksome points (like upgrading vehciles) actually don't hurt the experience and even end up adding to the challenge and fun.

If you are a Strategy/Sims/Transport PC gamer with OCD tendancies - stay away from this game - it might take away from you any hour you're not sleeping or working :)

Update 31/1/2015:This is a great day for Train Fever! The developer released a new update addressing performance issues regarding stuttering. They improved the game engine to utilise the processing capacity better by improving multithreading of calculations. Therefore the game perfomance increased and plays overall much better. This is a great improvement and ensure the game is stable for the long run.

Update 27/11/2014:Today the game is been patched again, featuring animated road and rail crossing where vehicles stops for the train. There is also a new wagon to carry wood. Therefore I can say the developer really trying to improve the game constantly and they working hard to get the game to work on everyones computer. There is some fixes for the new Intel HD4xxx, but make double sure you laptop support the game's hardware prerequisite.

Update 12/11/2014:The developers constantly patching the game and today I've receive waypoints. This greatly enhanced the gameplay and options available. Before waypoints was there, it was a struggle to specify which line the train must use and which line not. Now I can assign a train to stop at a specific platform, drive on a given track and much more. I highly recommend the game now after all the effort being put into the game by the developers. I'll give this now a 7/10 and after the mods, 9/10!

Original review:This is a pretty game, nice to look at, decent graphics and lots of details. But this game is pure basics, you cannot compare this with other game like OpenTTD or Transport Tycoon, nor Railroad Tycoon or other transport related games out there. This game is unique in its own way.

Not exacly a clone of Transport Tycoon, lots of things change, actually simplified

Lack of variety of freight types to transport, there is only 4 different types: coal, iron ore, oil and goods

The game is still in its early stages, I wouldn't say its suppose to be early access, because the game working stable on my computer and the base game is there as it is supposed to be, but lack additional content which was expected, like water transportation, more variety of locomotives and carriages, ect.

This is more of a surveying simulator, lots of collisions and bridge pillar limits. A steep learning curve to know what can be done and what not, when building rails or roads.

I'll give this a 5/10, but with the mods available and awesome modding community, 7/10 will suffice. Make sure to get the mods. Its like Skyrim was, good game, but 10 times better with mods!

Many people have trouble to run this game, usually the same people moaning over and over. Therefore, make SURE you have the right hardware as listed above. Don't even think this game will work with Intel graphics, many players complained about this. And also look out if you graphics card support OpenGL 3.2. You will need this!

Train Fever attempts to take the railway and transportation management genre to the next level by including elements from many of the past greats. The strongest influence on Train Fever is Transport Tycoon. The Train Fever website acknowledges this by including a small section devoted to the history of this genre. While Train Fever attempts to resurrect and bring rail and transport management back to modern gaming, it fails at standing out among other recent similar titles.

Train Fever tries to be the Jack of All Trades. It includes city public transport, inter-city travel, and cargo supply line management. By putting all these features into one title, not one of them feels fully fleshed out. It may gather a curious audience who has played a game that simulates one of those features well, but it will not hold their attention for long as gamers will find their favorite feature lacking.

The cities are not as large as cities presented in games like Cities in Motion, and the populations are very small. Most cities will start with a population under 200 in 1850. Unfortunately, by the year 2000, it will be a struggle to get their populations north of 1,000. The cities grow dynamically, depdending on how far the residents can travel on your networks in the space of 20 minutes and how well supplied a city is with finished goods, but they never feel like a metropolis. Managing travel within a city may be done with 1 or 2 bus lines, easily getting 80% line usage from the population. The population is not divided by class, either, and every person feels the same, with random destinations (one building each) for home, work, shopping, and leisure. Which one a person picks to travel to seems random, and times passes so quickly (1 day per second), that there is no illusion this person is alive with a real schedule to keep. Cities are so small that many players have stated they do not bother with public transportating within the city limits and focus solely on intercity transportation.

Intercity passenger transportation is a bit more interesting. Traveling from one city to another will be the first task undertaken that the passengers cannot fulfill themselves by just walking. Establishing a connection between two cities also jumpstarts the growth in both cities and you will see an immediate benefit in population growth. The newly created residents now have a chance to have one of their destination buildings be in a different city than their home. The player has a choice of using bus lines, tram lines, or rail lines to complete the connections. Rail is the fastest way to travel throughout the game, but it is the most expensive to build infrastructure, maintain it, and run it. The running costs of one train will dwarf the running costs of an entire bus fleet or tram fleet. Due to this, many players opt for focusing on road connections using trams and buses. Trains are the fastest vehicle, but due to their expense, most lines can only afford one or two trains, which makes for long waiting times at train stations. Trams and buses are slower, but running an entire fleet will shorten the station waiting time dramatically. I actually got passengers farther using light rail trams compared with using trains. Late in the game, the costs for running trains increases dramatically, and passenger rail lines are very difficult to make profitable.

When it comes to cargo transportation, the game feels weakest. There are only three production lines, and each line ends in the same generic cargo type "finished good." The lines are:

Players have an option to ship cargo via trucks or by rail. Trucks can only carry a few tons at a time. Rails need large amounts of cargo in order to be profitable, but it's easier to make a cargo line profitable via rail than it is a passenger line, keeping in mind that freight trains generally have much high running costs than passenger trains. Unlike passengers, cargo has no set destination and can be hauled to any facility that accepts deliveries. This seems like a step back for the genre. Even Simutrans, an open source project with low resolution sprites that look like they were regurgitated from old DOS games, has more production lines with business contracts that provide destinations for all cargo. The one interesting idea that Train Fever presents is that producers will not manufacture without demand. Unless the entire production line is hooked up, nothing will produce. The only way to make a facility produce more is to increase the demand, and that starts at the end of the chain by providing more outlets for the finish goods and working your way up to transporting more raw materials. Unfortunately, the execution of this idea seems lacking. On a small game map, it is possible to supply every city from one cargo line. It does not matter which line you choose, as they all end in the same type of finished goods. Any delay on your line will kill productivity. Train is old and needs to be replaced? You had better put the new train on the track first before getting rid of the old fella as production immediately starts dropping when the line is not serviced. If you want a supply line challenge, try Railroad Tycoon III. Even Railroads! has a better transportation model, as each city will have a variety of needs to be filled.

Routing in Train Fever is the best part of the game, but it can be frustrating. The auto-recalculations of routes at various points in the game sometimes make the game stutter. Routes can also change based on traffic density, turning your nice straight bus route into a twisted death pretzel over time. Rails present some fun puzzles as you try to figure out how to extend your lines without causing train collisions. You can use signals to help with this, but you are limited to simple switches, tunnels, and overpasses on your rail lines. No double-crossovers or four-way diamonds allowed. Designing the throat to a high-traffic station is a pain as you map out where each simple switch enters and exits the throat, and you end up extending the station throat almost halfway to the next town in order to accomodate each one. Station planning is important as you cannot upgrade your station once it is placed. Need a longer platform? Stop all your trains, tear down the old infrastructure, and build an entirely new station. Need more platforms? Same thing. Unless you already have five, then you're at your limit and need to build an entirely new station elsewhere near the city. While train routing is realistic (no trains passing through other trains on the same track), the actual track constructs are limited in scope. Railways X provides a more satisfying layout modeler with far more tools to build interesting crossings and signal systems.

Train Fever has a laundry list of features that made me want to play the game. Unfortunately, each one of these features on its own is handled better by other (and often older) titles. By trying to do so much, Train Fever feels like it glosses over what makes transportation and rail management games fun to play.

I had trouble deciding if I should recommend this game or not. In its current state I would probably rate it about 5½ out of 10, just into the positive. Anyone who has played and enjoyed Transport Tycoon Deluxe, Sid Meier’s Railroads, or Railroad Tycoon III will probably enjoy playing Train Fever but there are quite a few things that need fixing about it.

The object of the game is simply to build a road and rail network then use trains, trams buses and trucks to transport people and goods at a profit. There are no competitors and no goal other than the satisfaction of making a success of your transport empire.

The quality of the graphics are a lot better than the games above however even on my PC, which is very high spec, Train fever suffers badly from spikes at the end of each game month and especially at the end of each game year as the in-game finances are calculated.

The road/rail construction takes a lot of getting used to and can be quite frustrating at first. You try to build a line and at the last moment there is an unexpected collision with something or the slope is too high. Bridge/tunnel building are particularly difficult as you have no idea how high or low you need to go and how much run-up is required either side. Get it wrong you either pay to demolish it or go back to your last save. TIP: Save before starting ANY construction in this game.

The world the game map is set in is a weird mixture. The vehicles and buildings are all quite clearly German. The town names are all from the UK rail map and the currency is dollars! There are industries you can connect up to each other and deliver goods to the towns to make them grow but there are only three industry chains:

Even Transport Tycoon, which must be about 20 years old now, had a more complex industry set up than train fever and in TTD you could finance new industries yourself which you cannot in train fever.Passenger and goods for both road and rail require different stations although they can share road/rails.

My biggest gripe by far about Train Fever is the lack of a decent manual/tutorials. You really are dropped in the deep end with no help whatsoever on most of the complexities of the game. I’ve been playing now for over 130 hours and I still have not fully figured out things like the rail signal system and the behaviour of the people who populate the game and why the do/don’t use the available transport.

A game take ages to play. Despite my 130 hours at it, I am yet to reach the end of the timeline, in fact I am not half way through. I seem to have spent most of the time re-loading/redoing constructions trying to get them to work, but even so, to do the full timeline without going back could take days if not weeks.

TO THE DEVELOPERSPlease put an undo/wind back time function.More complex industry chains required.Enable station enlargement without demolitionFix the end of month/year spikesFix a bug where some passengers disappear between stations (perhaps the fall out?)PRODUCE A DECENT MANUAL!!!

This game is really a virtual train set and overall I have enjoyed playing Train Fever but it could be so much more!

Brilliant! I played Transport Tycoon back when i was a kid, loading the game in DOS. I love this genre. I wasn’t bothered with Railroad Tycoon, I could never enjoy it as much. It was less about building an efficient infrastructure that you could tweak and improve to much about finances and a false sense of achievement. This game is certainly in the Transport Tycoon league.

The game is in no was flawed, early access or broken as many like to point to. The game is as finished as when Transport Tycoon under Micro Prose was released. Only today too many people online, many of them new (lvl1) due to more people gaining access to the internet expect all games to be as refined and polished as the big boys do when they release (a clone) a game. If this is not so, like then Train Fever people will do nothing but slate it, rather than use (play) it!

Review! The game offers a good sense of achievement, to have your first passenger line develop into a mixed traffic line with signals keeping trains flowing well is extremely satisfying. You then find yourself extending the line, linking more towns and industry. Increasing profit. Working your factories at maximum production. Just the constant feeling of wanting to start a new project on your map, to develop your game.

Once you get your system working efficiently for that time period you will then start to earn good money. Money to ♥♥♥♥ about with, to build that mountain pass to reach that pointless town. Or flat, straight stretch to hit 300kmph despite it not making any economic sense.

The maps are better than I had expected. Big (if you wish) randomly generated maps, each with realistic placing of major towns as in not in a stupid place. It offers a good level of detail as you can see. Most importantly a long route is a long route, and worthwhile.

The game is actively being updated with real worthwhile updates and so far good communication from the tiny development team. The game doesn’t revolve around Steam, Steam is just the distribution. They and a good community revolve around the Train Fever forums. Very active, very interested in the game and very interested in our discussions.

Its not expensive, its worth the money.

I look forward to the future updates with more features being added. Waypoints being my number one.

So! If you love Transport Tycoon and would happily play it for weeks, but this game! Buy it and enjoy it.

If you didn’t mind/wasn’t bothered about Transport Tycoon, and could consider buying this then buy it. But do not blame the game, blame yourself for buying a game you don’t need/want. I haven’t brought Farming Sim because I don’t give a ♥♥♥♥ about farming, but can’t see why I would need to review it?!?!

Maybe the developers should have emphasised more on the game being a more realistic Transport Tycoon. Not an updated version. I like it…

Probably one of the most realistic Train Sims out there. I loved Railroad Tycoon 3, but this game tops that in strategy, realism, and finances. 35$ is a bit steep for price in my opinion, so if you like train sims, wait until it goes on sale to buy.

There are no bugs in this game- I really don't know why other people keep complaining about bugs when I have experienced zero bugs in this game. Every "bug" that people post here or on forums are usually built-in game mechanics (like slope errors, collision errors, train signals) that people just don't know how to fix because they are so used to sims being a plop and play kind of game with no real thinking involved. This game is a puzzle- you have to find the most efficient way to transport people or goods to make a profit, just like in real life. You also can't just sit on your lines and trains for 20 years and expect to still make money. As the world progresses, you need to keep up with the times and upgrade your system.

So if you like train sims and a real challenge get this game. Check your computer's specs before buying though- don't buys games without seeing if you computer can handle it!

Reminiscent of older games such as Transport Tycoon and Sid Meiers Railroadds. Train Fever actually has a lot more going for it.

Graphics

Train Fever is rendered in 3d with trees, buildings, towns even people. The trains are displayed in marvelous accuracy, with smoke billowing from some of the earlier models you get to play with. Rivers Lakes and streams abound in the procedurally generated world. The towns are well put together and you can zoom all the way in and see the little people going about their daily business. A lot of detail went into this and it shows! 8/10

Sound

Music is annoying after a while even with the built in music player where it tries to have some upbeat tracks. The vehicles however sound great and you can tell they put alot of effort into reproducing the effects of trains and vehicles. 7/10

Gameplay

You start at the year 1850 and build your "transportation empire" all the way through to 2020. There are 56 nicely modeled trains to choose from. Gameplay consists of connecting Bus and Rail linesto keep your towns and cities flowing smoothly. However it is not as easy as it sounds. Lots of little bugs make this difficult to accomplish. You also get to edit terrain to get your lines to reach each hamlet or town. you can tunnel or bridge your way across areas as well. The Interface is very overwhelming at first and can be quite user unfriendly. Even with built in guides it took a bit to get started. No actual tutorial 6/10

Overall Opinion

Train Fever is a great spiritual successor to transport tycoon and other railroad sims of this type, But it just doesnt hit the mark completley. If you are a strong fan of this gametype go ahead and pick up a copy its well worth it. If you are loooking for something more casual then look elsewhere. Train Fever has a lot to it. 7/10

The transport tycoon genre isn't the most popular genre, and in the last years we've not seen many new ones pop out. There's been some, but most of them haven't cut it. The last still good transport tycoon is OpenTTD, which is well over 15 years old, so that says a lot. Is Train Fever the true next succedor or just another failed attempt to recreate the true glory of the classic transport tycoon?

First of all, Train Fever looks gorgeous. It is by far the best looking transport tycoon that exists. Every part of the graphics is very well done, and the world looks beautiful (albeit a bit empty at times). Everything from the rail tracks to trains and buses to cities, they are all carefully crafted and you can truly enjoy the result. The game is almost hypnotizing, and I find myself spending a lot of time just following the small trains around, moving through the landscape and the result of my hard work as a rail entrepenour.

Now, graphics is only one thing, more importantly is the gameplay. To coorelate to the graphic part, the game is very dynamic. Cities will over time grow and change visual appearance. Building style will change to fit the current era, and the pedestrians in the streets. Vehicles get new replacements, and the stations and bus stops change appearance as well. Cities will grow when you supply it with passenger services and goods, or simply create a local bus route in the city. When the city grows it's also an indicator of you most likely earning money as well. The cities grow dynamically, adjusting to the terrain, so no two cities grow in the same way, resulting in relatively diverse cities spreading across the map.

A key thing in the game is that every person is a simulated entity, with a home, workplace and destination. Unlike older games, simply attaching a station to a city won't do anything in itself, you need to connect the cities people actually want to travel to. This means that a station with for example a 100 passengers, a train approaching won't necessarily take all of them despite having space. You can luckily easily see where they're heading by simply clicking the station, and it gives you an overview over what lines the passengers are waiting for. Of those 100 passengers, 50 of them could be for one train line, 40 for another, and 10 for the local bus.

Passengers are despite this relatively easy to manage. It's recommended to start with internal bus/tram routes, then connect cities with buses. After time, the demand will be high enough for you to use trains, effectively being able to connect several cities in one route. Now, cargo is something else however. Cargo in Train Fever is very tricky to wrap your head around. It's heavily based around demand. If a city has demand for goods, the factories will produce exactly as much as is demanded, if they have the resources supplied for it. It never produces more. A single factory can have a production up to 400 (which is quite a lot), supplied with only one of each sub resource source (a steel mill for example requires iron ore and coal, but only one factory of each), as production scales with it. The most efficient way to deal with cargo is by using trucks, as they are frequent and cost efficient, easily allowing you to see if a route is profitable or not.

Now, a key element in Train Fever is the upkeep. Unlike other transport tycoons, laying roads and tracks is cheap. Very cheap. Trucks and buses have moderate upkeep (it's pretty reasonable, and will usually end up in profit), while trains have HUGE upkeep. The upkeep scales over time, an old train has signficiantly higher upkeep, forcing you to replace engines often. This however is quite easy, as you can allocate automatic replacement of a line in your route planner. As time passes, new, more powerful engines will be able, but they will also be more expensive. This approach forces you to have efficient and profitable train routes. A train route can either have million losses or million profits, depending on how well managed it is. I've found that a good approach is to have double track passenger lines with 3-5 stops, with two running trains. As long as you don't overextend your passenger trains, they will be fine (you don't need too many wagons or the fanciest engines). Cargo trains are a whole different story, and something I struggle with heavily. If I start early on building one, I can get a line with 3 stops to profit, with roughly 150-200 cargo being transported. Establishing a new route in modern times turns out to be harder. If you can managge it right, it will give a decent profit, but in the end it just isn't worth the hazzle. With passenger trains you can easily set up a route with 5+ million in profit, and you can make several of them.

Another thing in Train Fever is transport time. A person or cargo will in total time spend no more than 20 in-game minutes, including walking to the station and switching lines. This means that long cargo lines have limited efficiency, and that passenger routes cannot be too long. Roughly 10 minutes for trains is decent, and a minute for buses. Trucks can go down to 10 seconds on busy routes. This system works hand in hand with the passenger entity system. If a route takes longer than 20 minutes in total, the person will use their car or simply not go (as far as I know).

I believe that's most of the game's elements that's worth mentioning. The game has a good modding community, and I recommend picking up some mods as it can extend the fun of the game heavily.

Verdict!

Pros:- Gorgeous looking- Realistic and satisfying simulation- Fun to play- Easy to manage with a good UI- Challenging- Easy to mod

Cons:- Cargo system is simply annoying- The economy isn't satisfactory for some- No planes or ships - Steep learning curve (this can be seen as both good and bad, but I feel many will feel it's on the bad side)- Can feel repetitive after a while

To conclude:Train Fever is definitely worth playing if you like transport tycoons. It looks beautiful, and it feels a bit like managing a model railway. It's fun, and gives for many, many hours of gameplay. It takes time to learn, but as you eventually get to know your ways around it you'll feel a sense of achievement. It's challenging, but in a fun way. The stock selection is a bit sparse, but a few mods will change that. The cargo system is ridiculously hard to manage. In overall, a very good game, but I'm usure as to whether people will accept it as a "true" succedor to previous installments. Personally I won't ever touch any of the old games again.

Train Fever in the mold of Railroad Tycoon and Transport Tycoon. The goal of the game is to build a vast and profitable transport network using road and railroad. The game allows you to transport both resources and passengers. It is a decent game in the genre.

What the game does right is the basic economy with town growth and resource supply and demand. It has neat animations to show how the different resources and people are transported when not transported on your network, making it so that not everyone is solely dependant on your transportation even if that helps. The town grows at a good speed throughout the game making your transportation efforts visible on the map.

The build tool is a bit quirky but does what it is supposed to do and you mostly get used to it after a while. The UI in general is a bit quirky with popup windows popping up anywhere on the screen.

The main drawback of the game is the limited amount of resources (just 5). It is also often hard to know what industries will yield a lot of resources and thus be profitable to transport and if you built a long railroad line just to transport the resources of an industry that happened to not be producing anything, then you wasted a lot of money. The economy could in general do with a lot more information and charts so that it is easy to understand what might be profitable.

Very great looking game and I enjoy it a lot. Played a lot of Tansport Tycoon, Sid Meyers Railroads, Locomotion and so on and I think if you can take the approatch that you don't try to compare it too much with OTTD or Locomotion you will be able to enjoy it more. It takes a more realistic approach on route planning and so forth and if you accept those things and play by those rules you will get a lot more out of it. Also one big part is all the great mods available, without them it would not be as good, head over to http://www.train-fever.net/filebase/index.php/TermsOfUse/?redirect=%2Ffilebase%2Findex.php%2FFilebase%2F7-Mod-Packs%2F&s=4565470c579b5e167de31365c1b58d6f573c5d16 if you are interested in those.If you are new to the game I urge you to read as much as possible about player feedback in the forums, there are a lot of good solutions and tips and tricks to make i easier and more fun to play. There is also great player made tutorials which explains game mechanics, how to set up lines, how to use signals correctly in the game and other stuff, check them out!Game still have some flaws but I think the devs are doing a good job by constantly pushing out updates and listening to de the community, especially considering how small studio it is.For me it was defenatly worth the money, maybe not in the beginning but after all updates as of today 14.11.2014 it is.+ Great looking+ The available mods, absolutely amazing job by all modders!+ So far constant updates to fix issues and address player requests+ Waypoints intoduced in latest update

- Some limitations in track building, for example rail crossings, unable to upgrade stations without demolishing- Traffic jam problems later in game (have been addressed in latest update but some players still report about clogged up traffic)- Time consuming to renew vehicles, however you can send whole line to depo to be sold on arrival which makes it a bit easier- Performance issues later, minimum requirements wont get you far...- Sometimes might be really hard to get good working cargo lines, especially if you would like to transport longer ways, be sure to check out out how cargo is being transported, helps out a lot (bottom right corner with 3 sheets)

Sorry if there is some misspelling, english is not my native language.

This game is one of the most immersive, fun and (somewhat) realistic tycoon games, the attention to detail is extremely high, even on low graphics setting, it has one of the most visually stunning environments I have ever seen, the music is also very cheery and always brightens up my day when playing this game. There is never only 1 way to do something, although it does have a few creases to be ironed out, the game developers are constantly patching and updatin g the game, and is one of the few studios i know that responds to the community and really uses the feedback to improve and up the enjoyment factor in the game.

TrainFever is a great strategy game which allows a dynamic range of ‘transport tycoon’ style options to the player, it can slightly compared to Railroad Tycoon 3 but it is completely different game in contrast.

Unfortunately it does have some performance issues and annoying limitations which affect the fun of gameplay; the worst of these is the poor compression of the files which cause the game to become extremely laggy with more and more vehicles, stops and buildings on the map as time goes on. Turning down the settings does nothing to counteract this issue.

The second is the building of roads over railways, which is impossible for some stupid reason - you must build the road before the track. Even doing so doesn't guarantee that the game will actually allow you to place the track afterwards. The same goes for building bridges across railway lines and vice versa. It becomes complete headache whenever you need to modify track routes that have roads crossing them.

Another issue is freight and how industries that start with 0-2 production never seem to increase production. They continue to switch between using your line and not using it, making it impossible to profit from the lines you create. On the other hand, industries producing (usually) 10 items seem to work correctly, increasing based on consumer demand.

There’s a few other minor limitations which I really hope they patch in the future, such as vehicle listings, track layouts and city growth which are hard to explain but make the game difficult to play.

This game is one of the very good "tycoon's" But i must admit that there are some issues with the game still , that really for me took a lot away from it. Basicly what im most cross about, is the fact that as an example the later road vehicles has a listed speed of 100 km/h, BUT even with the best roads of the time of the vehicle you cant drive more then 70... thats just not very user friendly. Stuff like that is in the game in many places still.

That being said i thoroughly enjoyed myself, more so then with any other tycoon since railroad tycoon 2.

But one other very serious issue in the game to my mind, the AI behind the movement of passenger travel. If i make a train "with no stops" to a city 6 minutes away, and the wait time then becomes 12 minutes, i can get the same passenger transfer with trams, but with only 30 secs wait time and 12 minutes transfer time. That will mean that the passenger will take the tram almost every time. Thats not very logical in my opinion. The real issue with this, is the fact that you can more passengers with the trams for less money, both in terms of /year, and initial investment. Thus trains are not viable economicly in the game unless you play on the biggest map, which even a intel i5-3570 cant handle reliably, if you try to setup lines for all cities. (and only if you use a lot of trains on that perticular line). One of the main ways to remedy would be if the developers fixed passenger embarkment onto trains. It makes no sense that a passenger in 1850 takes as long to enter a train as he does in 2020. Not does it make sense that they seemingly only uses one entrypoint, instead of one per traincar. ex, if you have a train with 15 cars, with 20 passengers capacity each, it simply should take the same time to get onto said train as the same train with 1 car, with space for 20 passengers. At least very close to that.

One thing id like to see in the future, is something like "station upkeep" being a togglebar, that could help on station turnaround times/passenger embarkment. And something like dining cars and the like.

But again i cannot stress enough, it really is a good game, with a lot of potential.

This game is, in its present state, still a little bit rough around the edges. Some mechanics (such as the freight side of things) is seriously lacking in refinement, and the control of different rail lines when it comes to trains changing lines is not explained, and is thus a matter of much trial and error before you figure it out.If you are looking for a casual game, and are not into micromanagement or economic sims, I would advise you steer clear and find something a little lighter. Tha said, if you love your micromanagement, and are looking for something new to sink your teeth into, and are willing to look past a few little foibles, I strongly recommend this game!

Wasnt sure about getting this game to begin with....but... as time went on I just had to buy it. I dont regret a single penny, although it was a full game on release there were some major issues which devs are releasing updates to fix them at the moment. There is huge modding potential in this game with hundreds of great mods already out. Devs have also promised to make the modding system much easier than it already is. To conlcude, at the moment it needs work... but the game is being fixed with fairly frequent pathes to fix those issues, so i will fully recommend this game to anyone who like transport games... or who likes trains i guess.

The interface feels unfinished and clunky, routine tasks such as replacing an aging vehicle takes an unbelievable amount of effort. This is sad because the rest of the game feels like an improvement over "Sid Meier's Railroads!" in terms of scale. I would also have appreciated a few more gameplay options such as a sandbox mode (unlimited funds for experimenting with) and having trains reverse instead of magically changing directions in the absense of a place to turn. Hopefully, enough players will adopt this game and develop the necessary mods.

I love this game!When it was first released it had a fair few bugs and crashes, most, if not all of those problems have been sorted out and those that haven't are being worked on by the dev team. The game gets pretty good support from that dev team with updates and patches, unlike some games I could mention we do get good support for this game and a promise of even more improvments.There is also an excellent modding community if you like that sort of thing.The game itself is a little bit like Cities in Motion meets Railroad Tycoon and for me this works very, very well.Not everyone seems to like it but as I said at the start 'I love this game' and would most definitely recommend it.